Base statistics · Build time: 50s · Range and speed use game units. Mixed battalions are broken down below. Conditional bonuses are not folded into these totals.
OFFENSE
Weapons & attack range
Damage is per hit, before target armor. Different projectile upgrades are shown separately. Attack timing can also depend on animation; these values are not a DPS estimate.
weaponset hero mode
PRIMARY
GondorAragornHeroSword · NumenorElendur
Range ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.11.5Pre-attack ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.500 msShot delay ⓘConfigured delay between attacks, in milliseconds. This applies to melee swings too. Animation and reload timing can also affect the actual attack rate.900 msClip ⓘAttacks per reload cycle, not total ammunition. Not specified means the weapon definition does not set a clip size; this is common for melee weapons.Not specified
Damage type
Damage / hit
Splash radius
Conditions
HERO
175
20
No upgrade gate specified
HERO
175
15
No upgrade gate specified
Weapon timing, targeting & source
Property
Game value
Resolved value
LeechRangeWeapon
Yes
—
AttackRange
STANDARD_MELEE_ATTACK_RANGE
11.5
MeleeWeapon
Yes
—
DelayBetweenShots
ARAGORN_DELAYBETWEENSHOTS
900
PreAttackDelay
ARAGORN_PREATTACKDELAY
500
PreAttackType
PER_SHOT
—
FireFX
FX_GondorSwordHit
—
FiringDuration
ARAGORN_FIRINGDURATION
900
RadiusDamageAffects
ENEMIES NEUTRALS
—
Source definitiondata/ini/weapon.ini:16506
GondorAragornHeroSword
weaponset toggle 1
PRIMARY
FaramirBow · NumenorElendur
Range ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.350Pre-attack ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.1,170 msShot delay ⓘConfigured delay between attacks, in milliseconds. This applies to melee swings too. Animation and reload timing can also affect the actual attack rate.0 msClip ⓘAttacks per reload cycle, not total ammunition. Not specified means the weapon definition does not set a clip size; this is common for melee weapons.1
Range ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.4,000Pre-attack ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.1,633 msShot delay ⓘConfigured delay between attacks, in milliseconds. This applies to melee swings too. Animation and reload timing can also affect the actual attack rate.UnknownClip ⓘAttacks per reload cycle, not total ammunition. Not specified means the weapon definition does not set a clip size; this is common for melee weapons.1
Damage type
Damage / hit
Splash radius
Conditions
1
0.8
No upgrade gate specified
Weapon timing, targeting & source
Property
Game value
Resolved value
IdleAfterFiringDelay
0
0
AttackRange
4000.0
4,000
MinimumAttackRange
40.0
40
WeaponSpeed
120.0
120
ProjectileFilterInContainer
NONE +GIMLI
—
ClipSize
1
1
ClipReloadTime
5400
5,400
PreAttackDelay
1633
1,633
FiringDuration
2700
2,700
PreAttackType
PER_SHOT
—
HitPercentage
0
0
ScatterRadius
4.0
4
Source definitiondata/ini/weapon.ini:17009
GondorAragornDwarfToss
Base equipment
PRIMARY
FaramirSword · NumenorElendur
Range ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.11.5Pre-attack ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.500 msShot delay ⓘConfigured delay between attacks, in milliseconds. This applies to melee swings too. Animation and reload timing can also affect the actual attack rate.700 msClip ⓘAttacks per reload cycle, not total ammunition. Not specified means the weapon definition does not set a clip size; this is common for melee weapons.Not specified
Damage type
Damage / hit
Splash radius
Conditions
HERO
220
0
No upgrade gate specified
Weapon timing, targeting & source
Property
Game value
Resolved value
LeechRangeWeapon
Yes
—
AttackRange
STANDARD_MELEE_ATTACK_RANGE
11.5
MeleeWeapon
Yes
—
FireFX
FX_GondorSwordHit
—
DelayBetweenShots
FARAMIR_DELAYBETWEENSHOTS
700
PreAttackDelay
FARAMIR_PREATTACKDELAY
500
PreAttackType
PER_SHOT
—
FiringDuration
FARAMIR_FIRINGDURATION
700
Source definitiondata/ini/weapon.ini:23836
FaramirSword
DEFENSE
Armor profiles
These percentages are damage received: 50% takes half damage; 200% takes double damage. Unlisted types use DEFAULT. Abilities and temporary modifiers can change the result.
Base equipment
HeroArmor · NumenorElendur
Damage type
Received
DEFAULT
25%
SLASH
40%
PIERCE
20%
SPECIALIST
30%
CRUSH
50%
CAVALRY
25%
SIEGE
50%
FLAME
25%
FROST
25%
MAGIC
35%
HERO
75%
HERO_RANGED
75%
POISON
50%
STRUCTURAL
50%
UNDEFINED
1%
Source definitiondata/ini/armor.ini:193
HeroArmor
TOOLS OF THE BATTLEFIELD
Abilities & passive effects
Descriptions come from game tooltips and may lag behind balance edits. Expand implementation details to inspect the current effects and conditions.
active
Devoted Son
Modifier Type: Leadership
Isildur gain +25% armour and +25% damage when near Elendur
Passive ability
Requires Level 5
Modifier Type: Leadership
Soldiers and Archers of Evendim and Amon Sûl Guards near Elendur gain +33% damage, +33% armour, and earn experience 50% faster
Passive ability
Requires Level 10
Modifier Type: Spell
Elendur suffers heavy damage while targeted allied hero becomes immune to damage for 10 seconds
Left click icon then left click on target hero
Strategy notes have not been written for this unit yet. Use its range, armor profiles and recruitment requirements to inform comparisons; the stat sheet alone does not establish a winning matchup.